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Become a Unity Shaders Guru

You're reading from   Become a Unity Shaders Guru Create advanced game visuals using code and graphs in Unity 2022

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Product type Paperback
Published in Jul 2023
Publisher Packt
ISBN-13 9781837636747
Length 492 pages
Edition 1st Edition
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Mina Pêcheux Mina Pêcheux
Author Profile Icon Mina Pêcheux
Mina Pêcheux
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Table of Contents (23) Chapters Close

Preface 1. Part 1: Creating Shaders in Unity
2. Chapter 1: Re-Coding a Basic Blinn-Phong Shader with Unity/CG FREE CHAPTER 3. Part 2: Stepping Up to URP and the Shader Graph
4. Chapter 2: The Three Unity Render Pipelines 5. Chapter 3: Writing Your First URP Shader 6. Chapter 4: Transforming Your Shader into a Lit PBS Shader 7. Chapter 5: Discovering the Shader Graph with a Toon Shader 8. Part 3: Advanced Game Shaders
9. Chapter 6: Simulating Geometry Efficiently 10. Chapter 7: Exploring the Unity Compute Shaders and Procedural Drawing 11. Chapter 8: The Power of Ray Marching 12. Part 4: Optimizing Your Unity Shaders
13. Chapter 9: Shader Compilation, Branching, and Variants 14. Chapter 10: Optimizing Your Code, or Making Your Own Pipeline? 15. Part 5: The Toolbox
16. Chapter 11: A Little Suite of 2D Shaders 17. Chapter 12: Vertex Displacement Shaders 18. Chapter 13: Wireframes and Geometry Shaders 19. Chapter 14: Screen Effect Shaders 20. Index 21. Other Books You May Enjoy Appendix: Some Quick Refreshers on Shaders in Unity

Transforming Your Shader into a Lit PBS Shader

In Chapter 3, we discovered the basics of programming a shader for the new Universal Render Pipeline (URP) using HLSL code. We saw how it differs from legacy shader scripting, focused on a few commonly used built-in variables and functions that must be changed when switching over to this new ecosystem, and eventually applied all of this theory to a hands-on example. As a result, by the end of that chapter, we had a simple unlit URP shader with a base color and a main texture property.

This was a nice introduction to the topic, but of course, modern video games only rarely ship with this rough a shading level – while having all of your objects unlit could be a conscious artistic choice, it would be interesting to also be able to create lit shaders, right?

This is why, in this chapter, we will build upon the unlit URP shader we wrote previously and implement all that is required to take into account the main and additional lights...

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